Castlevania: Symphony of the Night Walkthrough :

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Walkthrough - FAQ/Walkthrough

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* Castlevania: Symphony of the Night Walkthrough/FAQ *
* Version 3.9 - Last Updated 3 April 2002 *
* By: Zach Keene (zjkeene@bellsouth.net) *
***************************************************************************
Table of Contents . . . . . . 7
1) Introduction . . . . . . 57
2) What's New? . . . . . . . 93
3) Credits . . . . . . . 118
4) Legal Crap . . . . . . . 278
Part I: Alucard . . . . . . 298
5) Introduction to Alucard . . . . . 300
6) Alucard's Special Weapons . . . . . 317
7) Alucard's Special Moves . . . . . 345
8) Alucard's Familiars . . . . . . 357
9) Frequently Asked Questions . . . . . 459
10) Walkthrough - First Castle . . . . . 621
11) Walkthrough - Second Castle . . . . . 1753
12) Why Don't I Have 200.6%? . . . . . 2415
13) Miscellaneous Alucard Tips . . . . . 2506
Part II: Richter Belmont . . . . . 2842
14) Introduction to Richter Belmont . . . . 2844
15) Richter's Special Weapons . . . . . 2872
16) Richter's Special Moves . . . . . 2936
17) Richter Tips . . . . . . 2981
Part III: Maria ** SATURN VERSION ONLY ** . . 3095
18) Introduction to Maria Renard. . . . . 3097
19) Maria's Special Weapons . . . . . 3116
20) Maria's Methods of Unholy Mass Destruction . . . 3155
21) Maria Tips . . . . . . 3210
Part IV: Mechanics . . . . . . 3244
22) Combat Handbook . . . . . . 3246
23) Levels and Experience . . . . . 3602
Part V: Equipment Lists . . . . . 3747
24) Equipment - Hands . . . . . . 3749
25) Equipment - Head . . . . . . 5089
26) Equipment - Body . . . . . . 5229
27) Equipment - Cloak . . . . . . 5414
28) Equipment - Accessories . . . . . 5481
29) Equipment - Relics . . . . . . 5732
Part VI: Enemy Lists . . . . . . 5920
30) Enemy List . . . . . . . 5922
31) Enemy Index . . . . . . . 7342
Part VII: Miscellaneous . . . . . 7439
32) PSX vs Saturn . . . . . . 7441
32) Audio Info . . . . . . . 7537
33) The End . . . . . . . 7711
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::: Introduction ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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"Oh bloody hell, Konami's screwed up again!" Or so I thought, as I first
read about the new Castlevania game. It was supposed to be more
Metroid-ish than Castlevania-ish. Now, Metroid is pretty cool and all, but
I remembered what happened _last_ time Konami brought one of its classic
series to the Playstation, and screwed with its formula. The result can
easily be found in the used bins at any EB or Software, Etc.
However, the reviews were overwhelmingly positive, so I figured, "what
the hell?"
I got my copy for Christmas in 1997, and my previous skepticism proved
to be completely unfounded. Far from being another Legacy of Bore, this
was, and is, probably the best Playstation game ever made.
This FAQ was originally written for the North American PSX version. It has
since been expanded to cover the Japanese PSX version as well as the Sega
Saturn version (which was only released in Japan). However, you may still
come across a few items here and there which assume you are using the NA
PSX version (like the Audio Info section).
This FAQ was originally written using the almighty MS-DOS edit, but since
then I have found an even greater power, and henceforth all updates will be
conducted using Emacs, The One True Editor. For best results, view with a
monospace font, 8 spaces per tab, 76 characters per line.
Where to get the latest version of this FAQ
-------------------------------------------
http://www.geocities.com/arcanelore2001/faqs/csotnfaq.txt
[This version is always current.]
GameFaqs - http://www.gamefaqs.com/
The Castlevania Dungeon - http://classicgaming.com/castlvania/dungeon.htm
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::: What's New? :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Version 3.9 - (3 April 2002)
- Some more additions to the Frequently Asked Questions sections.
- Game mechanics freaks will want to look at the new and vastly
improved Mechanics section. Quite a bit has been added since
the last update. (In related news, a fair bit of info has been
dumped into the Enemy list. I realize it has become quite
cluttered with this update, but I do eventually intend to give
it a redesign in the future.)
- A bit of Saturn version info has been added here and there.
Nothing too major.
- Oddly enough, my list of places Richter can't go did not include
the area behind the switch in the Abandoned Mine and Cave.
- A neat Richter/Shaft battle glitch has been added to the Misc.
Alucard Tips section.
- The method to get the Silver Ring without getting the Spike
Breaker is probably fairly well known by now, but it's been
added to the Misc Alucard Tips nonetheless.
- More fun with the Sword Brothers glitch; check the Misc Alucard
Tips section.
- And the usual minor corrections...
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::: Credits :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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Thanks to (in alphabetical order):
Alex
- HUGE thanks to Alex, who has determined how wepaon ATT is
calculated, how familiar attacks work, and provided me with
a list of enemy ATT values (which are now cluttering up the
Enemy List. :), found a number of errors in the Librarian's
enemy list, and tons of other stuff.
Daniel Amado
- Sent me a method to glitch the Richter/Shaft battle, as well
as a way to get the Silver Ring without getting the Spike
Breaker first.
Amuro2nd@aol.com
- Info about the Yasatsuna oddity and other weapon abilities.
An unthinkable DAIS
- Pointed out screw-ups, well, pretty much everywhere...
Pamient Ash
- Was the first to suggest why GameShark users might not be able
to get their familiars to level up (they were using a Level 99
code.)
Azusa
- Corrected a name mix-up.
Jeremy Beaver
- Got me to look into a way to solve the Clock Tower gear puzzle
without having to listen for the clicks.
Blair
- Described all of the possible ways your stats can be affected
by leveling up.
Robert Braddock
- Told me about the Alucart equipment luck bonus, and gave me a
few teleporting weapon tips.
The Cardinal
- Told me about the alternative "Game Over" sound clips.
The Castlevania Dungeon [http://classicgaming.com/castlevania/dungeon.htm]
- Where I found out what the Runesword "says."
John Chambers
- Pointed out a section that was not written clearly.
Mike Chenoweth
- Sent me info about the possible fifth ending.
Dave Connoy
- Told me about the Throw 2 weapon weirdness, as well as some other
tips, Familiar leveling strategies, and other goofups. (And was
the only person three years ago who thought my writing this FAQ
wouldn't be a complete waste of my time. :)
Ben Darlow
- Was the first to suggest to me that beating Dracula would clear
up the Rare Item "Bug".
diehard@euronet.nl
- Told me about the trick to go over 200.6%
~dust
- Told me about the Red Rust's tendency to jam.
Fett1099@aol.com
- Info about the Heaven Sword special move.
gargoyle sox
- Lots of tips and corrections, including the infinite peanuts
trick.
General MX
- Told me how to get the large fireballs with Alucard's Hellfire.
the guy
- Pointed out some spelling errors, straightened out my left from
my right, and many other tips.
Shawn K.
- Was the first to point out that you can use the elevator in the
Alchemy Laboratory to get the Basiliard before fighting Gaibon
and Slogra.
Brian Kern
- His FAQ describes how experience is determined.
n3m3s1s
- Pointed out my Clock Tower enemy list had a few omissions. (And a
few other mistakes.)
Nolan Irving
- The Library Card Invisibility trick and some other tips.
Jacka1
- Figured out once and for all how the Drac vs Richter battle
affects Alucard's beginning stats.
Stephen Judkins
- Gave me a working version of the trick to keep Alucard's inital
equipment, and some info on how to get higher stats.
Joshua Kaufman
- Reminded me months ago that you needed a Lv. 99 Sword Familiar
to escape the castle.
Lord Genji
- Pointed out that my walkthrough still said that the Alucart stuff
is useless.
Fernando Lee
- Noticed that the Stone Rose has a few unexpected reactions to
sword attacks, gave me some Doppleganger strategies, and told
me about a glitch in the original Japanese version that allows
you to get to Dracula without getting the Eye of Vlad.
Saverio M.
- Pointed out a missing pork bun in the Catacombs.
Nemo Incognito
- Helped me clarify the Master Librarian trick, as well as giving
me some great Maria vs. Galamoth tips I'll have to use if I ever
make a FAQ for the Saturn version.
Nightman
- A few tips, such as cancelling the Hellfire's fireball and Medusa
Shield abilities.
Nop
- Noted that my list of places you can't get to with Richter was
missing an area in the Abandoned Mine/Cave.
P-Chan
- Insight on how to affect Alucard's beginning stats.
quest64freak
- Discovered the trick to squeeze more percentage out of the Sword
Brothers glitch by using the Alucard Shield combo.
rec.games.video.sony
- Where do you think I learned most of the stuff in the first
place?
Richard Perrin
- Pointed out evidence against the fifth ending, as well as how to
get around XAPlay's 17:30 time limit.
Rimage
- Also helped to straighten out my left and right.
Sanosuke21@aol.com
- Pointed out that I was missing the Sword of Dawn.
Setzer The Gambler
- For telling me that they put "Nocturne" back into the "PlayStation
the Best" Japanese re-release version.
Dean Siron
- For a Combat Knife tip.
Skiewolf
- Pointed out an inaccuracy in my description of the Clock Special
Weapon.
smelliton
- For revealing the Muramasa's true awesome powers.
THOTH
- For pointing out the Tyrfing's elemental oddities.
TorgVega Q
- How not to get the Fifth Alucard ending.
Toto
- Told me how to get the Grape juice in the Royal Chapel.
Toykeeper
- Some tips on how to take Richter through the Catacomb Spike
Rooms.
Joe Wisley
- Sent me a revised .XA file index after using XA2WAV to circumvent
XAPlay's 17:30 limit.
Nick Zitzmann
- Lots of various info.
Thanks to the five billion people who wrote in to tell me I had neglected
to add Richter's Brandish Whip move: Rainard Belmont, Lurk, and Robby
Stone. (I think there were a few more, but that's all I could find at the
moment.)
Thanks also to ArdenLyn, Blair, HolyLancer9, Machinegun, and PaleDim, for
either discovering new rooms with quest64freak's new Sword Brothers glitch
extension or helping me actually get them. :)
Thanks also go to Pijaibros' Castlevania Page and Darkhugh's Den. I used
neither directly in the making of this FAQ, but some of the stuff here I
originally learned from either source. (Yes, I really did hunt down every
blasted enemy and drop item myself, which is what added an extra week on to
the production of this FAQ.)
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::: Legal Crap ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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This Castlevania: Symphony of the Night FAQ is (C) 1998, 1999 Zach Keene.
As Grand Poo-bah of Copyrightedness, I grant upon thee the following
rights:
1) Thou mayst give this FAQ to whomever you so choose. The key word here is
"give". If anybody gets paid for this, it darn well better be me. :)
2) Thou mayst put this FAQ up on thine website, so long as it remains
completely intact. And I do mean completely.
Castlevania (R), Symphony of the Night (TM) are registered trademarks of
Konami Co., Ltd. (C) 1997 Konami Co., Ltd.
Now if you'll excuse me, I have to sue myself for copying from my
Einhander FAQ. :)
-----------------------------Part I: Alucard-------------------------------
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::: Introduction to Alucard :::::::::::::::::::::::::::::::::::::::::::::::
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Unlike previous Castlevania games, where you played as a member of clan
Belmont, you now play as Dracula's half-human, half-vampire son Alucard.
Alucard was previously seen fighting alongside Trever Belmont in
Castlevania III.
Instead of relying on a whip for the whole game, Alucard can use many
different kinds of weapons and armor that can be found or bought during the
course of the game. Also, Alucard has all sorts of special moves he can
pull off, and he can shapeshift into a mist, bat, or wolf form. Also,
Alucard gains experience as he fights enemies, which makes him stronger
as the game progresses.
[If you want to play the game as Richter Belmont, see the Richter part of
the FAQ below.]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Alucard's Special Weapons :::::::::::::::::::::::::::::::::::::::::::::
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Like the Belmonts, Alucard can make use of the traditional Castlevania
special weapons. These special weapons are powered by Hearts, which can
be collected from defeated enemies or Candles. The maximum number of Hearts
Alucard can be increased by gaining levels or collecting Heart Max Up
items.
1) Knife: Throws knife straight ahead. Travels quickly, but weak. (1 Heart)
2) Axe: Hurls axe in an arc. Strong, but low range and hard to aim. (4
Hearts.)
3) Holy Water: Lobs in a small arc, which creates a small flame on impact.
Good power, but very low range. (3 Hearts)
4) Stopwatch: Freezes on screen enemies for a short period of time. Does not
work on most bosses and some enemies. (20 Hearts)
5) Cross: Large crosses rotate around a beam of light, which expands to
envelop the whole screen. Does massive damage to all on-screen enemies.
(100 hearts)
6) Holy Book: Holy Book revolves around Alucard and does damage to all
enemies it contacts. (5 Hearts)
7) Rebound Stone: Alucard throws the stone at an angle and it bounces off
everything it hits. (3 Hearts)
8) Agunea: Throws lightning. If it connects, hold U + Attack to continue
the attack. The longer you hold it, the more hearts it uses. (5 Hearts)
9) Bibuti: Throws ashes directly ahead. (3 Hearts)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Alucard's Special Moves :::::::::::::::::::::::::::::::::::::::::::::::
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Alucard also has a number of special moves at his disposal. First, there
are the eight "spells" that can be viewed on the "Spells" menu on the
status screen. The Master Librarian will sell items that will put these
spells on the spell list, but this is not necessary. They will be added
as you do them.
Also, various weapons or Relics may allow additional special moves. These
will be discussed in the Items lists.
Key:
U = Up D = Down F = Foward B = Back
Charge (button) = Hold (button) for two seconds, then do whatever.
1) Dark Metamorphosis: B, UB, U, UF, F + Attack
Whenever Alucard attacks an enemy that bleeds and touches the blood,
Alucard heals some HP. (10 MP)
2) Hellfire: U, D, DF, F + Attack
Just like Dracula. After you teleport out, press left or right to
determine where you teleport in. Then, you'll do Dracula's 3-Fireball
attack. Or, hold U as you teleport in to do Dracula's large fireball
attack. Hold D to cancel the fireball period and just have a teleport.
(15 MP)
3) Summon Spirit: B, F, U, D + Attack
Summons spirit which homes in on one enemy. (5 MP)
4) Tetra Spirit: Charge U, UF, F, DF, D + Attack
Like above, but summons four spirits at once. (20 MP)
5) Soul Steal: B, F, DF, D, BF, B, F + Attack
Steals life from enemies and Candles. (50 MP)
6) Wolf Charge: D, DF, F + Attack
Swift charge attack. (Must be in wolf form. Requires Skill of Wolf and
Soul of Wolf Relics. 10 MP)
7) Wing Smash: Hold X (U, UB, B, DB, D, DF, F) Release X
Swift charging attack. (Must be in Bat form. Requires Soul of Bat
Relic. 8 MP)
8) Sword Brothers: D, DF, F, UF, Charge U, D + Attack
Sword Familiar does an attack which damages all on screen enemies.
(Requires Sword Card relic. Sword Familiar must be active as a Familiar.
30 MP)
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::: Alucard's Familiars :::::::::::::::::::::::::::::::::::::::::::::::::::
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As you progress through the game, you will pick up various relics that
will summon Familiars. As you fight enemies, Familiars will gain experience
independently of Alucard. (Most enemies are only worth 1 point of Familiar
experience, but some are worth more.) For every 100 points a familiar gets,
it will gain a level. Note that a Familiar has to be active to gain
experience. Note also that the Familiar does not have to do the killing to
get experience.
1) Faerie Familiar: When she's active, she will administer potions and
medicine to Alucard as needed. For example, if you get cursed and have
an Uncurse in your inventory, the Faerie will instantly use it. She is
the only one who can use the Hammer and Life Apple items. She will also
point out breakable walls ("There's something funny about this
wall") and give out other tips.
1a) Half-Faerie Familiar (Japanese versions only): Basically identical to
the normal Faerie, but in some versions you can get her to sing a song.
If you're playing the Saturn or Japanese "PlayStation the Best" version,
activate the Half-Faerie and sit in a chair somewhere, and wait a few
minutes. (You'll also need the Lyric Card equipped if you're playing the
Saturn version.)
2) Demon Familiar: The demon's most practical use is to press the switches
in the Abandoned Mine and the Cave. Otherwise it will use different
elemental attacks, depending on its level.
2a) Tengu Familiar (Japanese versions only): Just a funky looking
version of the Demon.
3) Bat Familiar: Occasionally swoops on enemies. At its level rises, so
does the damage it causes. Also, if Alucard morphs into a Bat, the
familiar will summon other bats to fly alongside Alucard. These extra
bats function like Options in Gradius: if you fire, so will they. The
number of "Options" you get depends on the level of the Bat Familiar.
4) Ghost Familiar: It homes in on enemies and does a weak attack. When it
gets to a high enough level, it will Soul Steal enemies.
5) Sword Familiar: Probably the most powerful Familiar. It will do various
swooping and slashing attacks which increase in both frequency and
power as the Familiar gains levels. It also allows you to do the Sword
Brothers spell. When it gets to level 50, you will have the option of
using it as either a sword or a Familiar. The higher the level of the
Familiar, the more powerful the sword will be. However, you can not
raise the Familiar's levels if you are using it as a sword.
Here are some tips for leveling up your familiars. Most of these have
been floating around for so long that I'm not even sure who to credit for
them anymore, unfortunately.
1) The enemies in the Forbidden Library are almost always worth several
points of familiar experience, and are easy to kill.
2) Similiarly, the Spectral Sword in the Anti-Chapel. I don't think the
individual parts are worth as much as the Forbidden Library enemies,
but you can kill a lot of them quickly.
3) If you have a Duplicator, find a spot where you can switch screens
quickly to regenerate a lot of enemies (the room in the Reverce Caverns
with the four zillion Dark Octopi is good for this, as is the
above-mentioned Spectral Sword), and use a weapon like the Pentagram
to kill them all.
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::: Frequently Asked Questions ::::::::::::::::::::::::::::::::::::::::::::
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Here's a quick list of questions that I get asked quite a bit. If your
question is listed here please don't e-mail me about it, since I'll
probably just tell you to read this section.
Q) I'm missing enemy number 61 (the Mudman)! Where is it?
A) It is in the Long Library, but the only time you can find one is when
you fight the Lesser Demon there as a boss. If you can leave it alive
long enough it will periodically summon one of three enemies: a
Skeleton, an Ectoplasm, or a Mudman. Unfortunately the Lesser Demons in
the inverted castle only replicate themselves and don't summon enemies.
Q) I just got hit by a Medusa Head/Stone Rose and I could have sworn I saw
Alucard turn into a giant gargoyle statue! Was I hallucinating?
A) No. Alucard will randomly be turned into a large gargoyle statue when
hit with a petrifying attack. You will not take any damage from enemies
in this gargoyle form, but otherwise it is functionally identical to the
regular petrified status.
Q) Help! I used a Library Card and now I'm stuck in the first castle!! How
do I get back to the second castle?
A) The same way you got there in the first place. Head to where you fought
Richter, keep heading left, and notice the teleporter at the "dead end"
there. Press Up to teleport to the second castle.
Q) I can't get any of the spells to work! What's going on?
A) When most people have trouble with them, it's usually because they're
usually trying to tap out each direction one after another, when the
moves should be done in one continous motion when possible.
For example, Alucard's Hellfire move is Up, Down, Down-Forward,
Forward + Attack. What you should do is tap up, then quickly press down,
down-forward, then forward in one continous motion and hit the attack
button at the same time you reach Forward.
(There are some spells, like Tetra Spirit, where you can get away with
tapping each individual direction. Generally whenever diagonal directions
are involved you should be doing a "rolling" motion as described above.)
Q) Where is the Jewel Sword/Beryl Circlet?
A) In the Entrance there is a large room with a rock in the middle (and
mermen leaping around below). Break through the rock, then fly through
it one way in Bat form and then return in wolf form. This will open up
the bottom left wall, which leads to a small room with the Jewel Sword.
You can also get a Jewel Sword as a rare drop from the Discus Lord in the
Catacombs.
Doing the same rock trick in the inverted castle will get you the Beryl
Circlet.
Q) Where is the Sword Card?
A) I assume you are playing a Western version of the game if you are asking
this, since it lying in plain sight in the Japanese versions. :)
Anyway, find that large open area in Olrox's Quarters with a
fountain at the very bottom, and four exits. The top left
heads to Olrox, the top right leads to a Save Point, bottom right leads
to some minor treasure, and the bottom left leads to the Royal Chapel?
Once you're there, take the bottom left exit, and keep heading left
until you come to an area where the bricks change colour from dark grey
to a more whitish colour. This area is about a screen or so wide, and is
a sort of "bridge". Once you're here, slash at the ceiling towards the
left of this area. Or, just use the Soul Steal spell to find the
breakable area. Once you break the hole in the ceiling, fly up the hole.
You'll now be in a small room with the Sword Card.
Q) Where is the Soul of Bat?
A) In the Long Library. You'll first need to have the Leap Stone (found in
the Castle Keep) and the Form of Mist (found in the Colosseum). Then,
go to the Long Library, and find the large "stairway" that leads down
to the Master Librarian's room. As you go down you should be able to see
a ledge on the left side of the screen. Double jump to that ledge. It
will lead to another section of the Library that contains the Soul of
Bat. (The Soul of Bat is tucked away behind a grate, which is why you
must have the Form of Mist to get it.)
Q) I've been trying to get a Ring of Varda from a Paranthropus but all I'm
getting are Gauntlets and Turquoises. Help!
A) Short answer: beat Dracula. See the "Getting a Ring of Varda" header
under the "Misc. Alucard Tips: section for more details.
Q) There's this gate in the Clock Tower. How do I open it?
A) Scattered in two rooms of the Clock Tower are four gears. To open the
gate, go to a gear and keep hitting it until it makes a "click" sound,
instead of the clanking sound it usually makes. Then move on to another
gear. Once all four gears are "clicked" into place, the gate will open.
For the PSX version, you can use these crude maps to see how many hits
each gear needs (G represents the gate):
First Castle: Second Castle:
| 2|14 | | G| G|
|8 | 3| |3 | 8|
|G | | | 14|2 |
(These exact numbers won't work in the Saturn version. I'll try to get
the Saturn "combination" for the next update, if KCEN didn't go and
make it totally random...)
Q) How do I get the right statue of the giant clock room in the Marble
Gallery to open?
A) Use the Stopwatch subweapon.
Q) You said that the Ring of Arcana/Dracula Tunic/AxeLord Armor is dropped
by the Master Librarian. How?
A) See the "Master Librarian Trick" heading under the "Misc. Alucard Tips"
section.
Q) My familiars aren't gaining any experience!
A) Almost all of the time I get an e-mail like this, it's from someone who
is using a GameShark. I don't know what codes they were using, and even
if I did I couldn't confirm that they were the source of the problem
since I don't own a GameShark. But I am unaware of any other reason that
would cause the familiars not to gain experience, other than not having
one active (duh.)
[Note: it has since been suggested to me that people with this problem
were probably using a maximum experience code, and that familiars won't
gain experience when Alucard is at level 99.]
Q) I'm playing the Saturn version and I can't get the wolf to swim! How
do I fill in those missing blanks in my map of the Reverse Caverns?
A) Yep, for some unknown reason, the powers that be at KCEN removed the
wolf's ability to swim. Fortunately, Alucard's super jump is much
better at filling in map squares in this area than it was in the PSX
version, but there are still a few stubborn squares.
The easiest way, albeit a little tricky, to fill in the water areas in
the Saturn version is a method I call "turbobombing", and anyone
familiar with the Metroid games will probably soon see why. Find the
place in the block you need filled in with the highest ceiling, and
then position Alucard beneath it. Do a Super Jump, then immediately
after you hit the ceiling keep transforming into a wolf and back as
quickly as possible. You may be able to gain just enough altitude
doing this to fill in the block. (If not, just try again.)
Q) What's up with the "Final Stage: Bloodlines" in the intro?
A) OK, I'll admit it; very few people have actually asked me this. But I
want to rant about this. Kurt Kalata of the Castlevania Dungeon has
put up his own explanation of this on his site, and he may be right,
but even so I argue that this was incredibly stupid.
In the original Japanese version, it read "Final Stage: Chi no Rondo",
which makes a heck of a lot more sense. (Chi no Rondo = Rondo of Blood,
the PC Engine CD/Turbo Duo game that CSOTN is the sequel to, and that the
SNES game Castlevania: Dracula X is loosely based upon.) Seeing as this
level was a recreation of the final level of Rondo, what else should the
title of this level be?
So what possessed the translators to render this "Final Stage:
Bloodlines"? I have no clue whatsoever. It's incredibly misleading, since
this game has little to do with the Sega Genesis Castlevania game.
Maybe the translators didn't want to use "Rondo of Blood", since it was
never released in the US and perhaps they felt very few people would be
familiar with the title. If that's the case, they probably should have
called it "Final Stage: Dracula X", referring (for better or worse :) to
the SNES title that did make it over.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Walkthrough - First Castle ::::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
And now, the part you've all been waiting for: the complete Alucard game
walkthrough. First off, I make no claims that the walkthrough below is the
fastest, easiest, best, or the only possible way through the game. But, it
will get you through the game, so want more do you want? :)
If you've already played through the game once and don't have 200.6%, but
would like to get there without starting a new game, see the "Why Don't I
Have 200.6%?" section for some hints.
---------------------------------------------------------------------------
Facts About: Final Stage: Bloodlines
Music Track: Prologue
Enemies Found: None
Bosses Found: Dracula
Items Found: Badelaire, Dark Shield, Firebrand, Heart Refresh, Moon Rod,
Shield Rod, Sunglasses, Power of Sire
---------------------------------------------------------------------------
Journey back to 1792 and the Transylvanian countryside of Romania...
When you reach the top of the stairs, whip the entranceway to hit a
switch. This switch will lower another stairway that you can go up. This
leads to an area where you can pick up various weapons from the "real"
game. I'm not sure what effect this has on anything, since they don't
carry over into the Alucard game.
Continue to the left to encounter Dracula.
---------------------------------------------------------------------------
Dracula Tactics Boss Music Track: Dance of Illusions
---------------------------------------------------------------------------
The game begins with a flashback to the last battle between Dracula and a
Belmont. You play this level as Richter Belmont. Richter has a variety of
cool special moves, but the only ones you need to know right now are the
Super Jump (D, U + Jump) and the Air Dash (U, D, DF, F + Attack).
Why are these necessary? Really, they're not. But, how powerful you are
when you start the "real" game depends on your performance here. For
instance, Alucard's HP is affected by Richter's HP after you beat Dracula
as follows:
Richter's Life Alucard's HP
Full 80
You got hit 75
You "died" 70
Alucard's starting MP is affected by which Special Weapon you are
holding when Dracula dies. No weapon is worth 20 MP, a Holy Water is worth
25 MP, and a Cross is worth 30 MP.
As for the rest of your stats, they seem to mostly be based on how
quickly you blow through this battle, although taking damage will lower
your stats. Basically, you want to beat Dracula in under a minute with no
damage for the best stats, which should be:
80 HP/25 MP/60 Hearts/13 STR/12 CON/13 INT/12 LCK (finish w/ Holy Water)
80 HP/30 MP/60 Hearts/13 STR/12 CON/12 CON/12 LCK (finish w/ Cross)
If this is your first time playing, you will not be able to skip the
dialogue, and therefore it will take you several minutes, and you won't be
able to get the very best stats out of this battle. What you _can_ do, is
try not to get hit and grab a Cross to make the best you can out of the
situation. (If I'm interpreting Jacka1's data correctly, it seems that you
can get a Luck score of 14 if you can beat Dracula perfectly without the
aid of a special weapon.)
Some other things: if you finish the battle with Dracula with no hearts
remaining, Alucard will start with a Heart Refresh. If you collected over
40 Hearts with Richter, Alucard will start with a Neutron Bomb, lose one
STR point, and gain one INT point. If you "die", Alucard starts with a
Monster Vial of some sort and a High Potion instead of whatever else
you otherwise would have got.
At any rate, the quick way to beat Dracula is to grab the Holy Water,
then Hydro Storm Dracula into submission. One blast will take care of his
first form, but his second form will be a bit more stubborn. Also, if you
want to have the best MP, you will need to be holding the Cross when
Dracula dies, meaning you need to keep switching between the two weapons
so you can use the Water, but not let the Cross disappear. If you run out
of Hearts before Dracula's second form dies, skip the next paragraph for
some Special Weaponless fighting tips.
If you want to fight this battle out the hard way, here're some tips:
Remember the Air Dash I told you to learn earlier? Here's what you do.
Dracula fights using his standard teleport and fireball attack. When he
starts to teleport in, get within a few steps of him. When he solidifies,
jump up and Air Dash him. After you land, try to whip him before he
teleports out. Lather. Rinse. Repeat. However, if he teleports to either
edge of the screen, don't try to do this, or you'll get hit. Instead, avoid
his attack. How? Just Super Jump repeatedly and stay at the top of the
screen until the fireball attack passes. 6 or 7 Air Dash hits will kill his
first form. And if you're really smooth, you can Air Dash him twice before
he vanishes. Be careful with this, because if Dracula does the meteor
attack, a second Air Dash will most likely hurt you.
First form? Yep, after you kill his first form, Dracula transforms into a
large bluish-green demon. Get just close enough to whip it, and do so
repeatedly until you see it's mouth glow, which means it's about to spew
fire. When you see the glow, Super Jump repeatedly until it stops. Drop
back and whip it a few more times. Better yet, Air Dash it, and attack it
from behind while it continues to spew fireballs to the wrong side of the
screen.
When it jumps, Air Dash (on the ground) to get out of it's way. You'll
get a few free licks in as it turns around to face you.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Intermission Music Track: Moonlight Nocturne
---------------------------------------------------------------------------
Read the words and enjoy the music. If you've already beaten the game,
push start to get on with it.
---------------------------------------------------------------------------
Facts About: Entrance
Music Track: Dracula's Castle (Alucard, Richter PSX)
Vampire Killer (Remix 2) (Maria game, Saturn version only)
Bloody Tears Remix ? (Richter game, Saturn version only)
Enemies Found: Bat, Blade, Bloody Zombie, Bone Scimitar, Gurkha, Merman,
Owl, Owl Knight, Warg, Zombie
Bosses Found: Gaibon and Slogra (Optional)
Items Found: Cube of Zoe, Heart Max Up x2, Holy Mail, Jewel Sword, Life
Apple, Life Max Up x3, Pot Roast, Power of Wolf, Shield
Potion, Turkey
---------------------------------------------------------------------------
You start out the game pretty well equipped, but you'll soon lose your
cool stuff, so enjoy it while it lasts. Your sword comes with a teleport
move. Push D, DF, F + Attack to try it out.
There is not much you can do outside the castle, so head to the right to
enter the castle itself. You'll make short work of the Wargs and Zombies
that oppose you.
The second room you enter contains a hole in the ceiling and a huge rock
formation. You can destroy part of the rock to make a tunnel through it,
and find a Pot Roast in the process. You can't do much else with it just
yet, though. If you want, you can drop to the lower floor of this room and
fight the Merman for a while to gain a few levels. If you get hurt too
badly, try out the Dark Metamorphosis spell. Push B, UB, U, UF, F + Attack.
If done correctly, you'll hear Alucard shout "Dark Metamorphosis!" and
he'll glow red. For a limited time, any enemy you kill that bleeds will
give you 8 HP, if you touch the blood. Also, you'll learn one of the basic
facts about CSOTN: The higher your level, the less experience points the
enemies will give you. After you gain a few levels, the Mermen will only
give you about 1 point apiece. When you are ready to move on, climb back up
and continue to the right.
The third room contains a few more Wargs. Before you leave, though, slash
the bottom of the staircase to collect a Turkey.
You'll meet Death in the next room. He'll steal your cool equipment and
leave.
Now what do you do? All you have is a Turkey and a Pot Roast, and they're
not going to help you at all. You need to find some weapons, and fast!
Continue to the right, and climb up the stairs, and exit left. Notice
the crack in the ground here. If you jump down this crack and hold Left,
you'll land on a ledge that leads to a Heart Max Up. Once you get it, drop
off this ledge back to where you met Death, exit right, climb the stairs
again, and continue left this time.
You'll soon enter a room with Bone Scimitars. Punch them out and they'll
gladly donate a Red Rust and a Short Sword to your cause. Equip the Short
Sword.
The bottom left exit from this room leads to a wooden barrier with a
Heart Max Up behind it. You can't get it now.
The middle left exit is a Save Point. Walk in front of the rotating
thing and push Up to save.
Head to the top, and collect the Cube of Zoe. Now, slashing Candles will
earn you minor items such as Hearts or Money Bags. Take the door to the
left, which leads to the Alchemy Laboratory.
---------------------------------------------------------------------------
Optional Bosses: Gaibon and Slogra
---------------------------------------------------------------------------
After you enter the Alchemy Lab, immediately turn around. The room you
were in should now be inhabited by Bloody Zombies. Save your game, and
backtrack to the room where you met Death. You'll find Gaibon and Slogra
waiting for you. Ignore Gaibon, duck and slash Slogra like crazy. When you
knock away Slogra's spear, Gaibon will swoop down, pick up Slogra, and fly
off. You'll meet them again later, whether or not you fought them here.
Return to the Alchemy Lab.
---------------------------------------------------------------------------
Facts About: Alchemy Laboratory
Music Track: Dance of Gold
Enemies Found: Axe Knight, Blood Skeleton, Bloody Zombie, Bone Scimitar,
Skeleton, Spittle Bone
Bosses Found: Gaibon and Slogra (Not optional, this time)
Items Found: Basilard, Bat Card, Cloth Cape, Heart Max Up, Hide Cuirass,
Leather Shield, Life Max Up, Potion, Resist Thunder, Skill
of Wolf, Sunglasses
---------------------------------------------------------------------------
Head to the far left of the room, jump up on the far left pillar, and
jump on the switch on the pillar to the right. This lowers the spikes in
front of the globe on the far left wall. Slash it for a Hide Cuirass.
Continue right on the pillars and jump through the hole in the ceiling.
Again, head left, and jump the spikes. The switch will lower them. The
burning thingy on the table can be slashed for a Leather Shield. At this
point you can either climb up the ledges or backtrack. Backtracking will
allow you to map out the room and find a Save Point, but either way you'll
end up at the top left door. Near the Save Point you'll find an elevator.
There are two ways to use it. First, you can kill one of the Blood
Skeletons so that its bones push down the nearby switch, raising the
elevator all the way up. Once the Blood Skeleton revives and walks off
the switch, the elevator will drop. Quickly jump onto the elevator, and
quickly jump from there to the ledge to the right.
A slightly easier method is to find an Axe, stand on the elevator, and
chuck an Axe at the Blood Skeleton when it walks on the switch. Either
way, you'll quickly find a dead end and a Basiliard, which is quite
useful at this point in the game. Head back to the room with the elevator
and head for the top left door.
That door leads to a long vertical corridor. Head for the very bottom
and slash out the floor. This leads to a secret passage that contains a
Life Max Up at the very bottom. Grab it and return to the first corridor.
Then, head to the far left wall and slash it out. Another secret passage!
The globe here contains a Heart Max Up. Grab it and return.
Climb up the corridor and head to the left. You find yourself in another
corridor. Take out the skeleton and grab the Resist Thunder. Climb up and
exit stage left.
In this room, you can use the two switches on the floor to lower the
spikes on either side of a block. Lower both sets, and push the block to
the right where the spikes used to be. Then, switch the right set of spikes
back on, lifting up the block. You can use this to jump up to the ledge
where the Spittle Bone is, and climb up to the right exit. This exit
eventually leads to a Cloth Cape.
Return to the room with the block and spikes, head to the bottom left of
this room and climb up, taking out the Axe Knights on the way up. Exit
left. You're now in yet _another_ vertical corridor! Head down, then back
up. Take care not to get hit by the Spittle Bones, since they can poison
you, and at this point the only way to cure poison is to wait it out. The
first exit on the left is a Save Point. Save and continue up. Grab the Axe
at the top. Don't bother dropping down to take the top left exit; you won't
get far. Take the top right exit instead.
And a stone block just closed you in. That's not a good sign. Head right
to meet once again with...
---------------------------------------------------------------------------
Gaibon and Slogra Tactics Boss Music Track: Festival of Servants
---------------------------------------------------------------------------
If you hit Slogra, Gaibon will lift him into the air and try to drop him
on you. This is a good time to use that Axe you just picked up. Also, it'll
keep Gaibon from blasting fire at you. If he does start blasting fire at
you, use the Hellfire spell (U, D, DF, F + Attack) to teleport out of the
path of the fireballs. They're not very hard to take out at all, so have
fun. After their defeat, grab the Life Max Up they leave behind.
---------------------------------------------------------------------------
Continue on to the right until you reach a vertical corridor. Ignore the
bottom right exit for now, and climb up and take the middle right exit for
a Save Point. Drop down and take the bottom right exit. Continue to the
right until you reach the elevator shaft. Step on the switch and take the
elevator down. It's first stop takes you to a small room where you find
some Sunglasses. Continue the trip down. The next stop leads to a giant
cannon and a wooden barrier. Slash the switch to fire the cannon and take
out the barrier. Pick up the Basilard on the way out if you didn't get it
earlier. Equip it; it's slightly less powerful than your Short Sword, but
a lot quicker. Continuing left takes you back to the room where you found
the Leather Shield and a Save Point. However, there's no point in continuing
here, so turn around, go back up the elevator, and return to the vertical
corridor you reached after you fought Gaibon and Slogra. Save again if you
like, and take the top right exit.
Continue right through a hallway with Bloody Zombies. When you get to a
large room, chose to go up or down. It doesn't really matter, but be sure
to explore the entire room. The globe at the bottom left contains a Potion.
When you're done here, exit to the right.
---------------------------------------------------------------------------
Facts About: Marble Gallery
Music Track: Marble Gallery
Enemies Found: Axe Knight, Ctulhu, Diplocephalus, Flea Man, Marionette,
Ouija Table, Plate Lord, Slinger, Skelerang, Skeleton,
Stone Rose
Bosses Found: None
Items Found: Alucart Mail, Alucart Shield, Alucart Sword, Attack Potion,
Hammer, Heart Max Up x2, Holy Glasses, Library Card, Life
Apple, Life Max Up x2, Potion, Spirit Orb
---------------------------------------------------------------------------
Heading to the right past the Axe Knights, you'll soon find a giant gap.
Dive down, and on the next screen you'll find stairs that lead back up,
an exit to the right, and stairs leading down. Take the right exit for a
Save Point, then head down. On the next screen, exit left.
In this room, head down past the Slingers and Marionettes. There will be
items on high ledges that you can't reach... yet. Ignore them for now. The
bottom left corner of this room contains the Spirit Orb. Now you'll be able
to see how much damage you're doing to enemies. Exit to the right, jump
down to the bottom of the next screen, and exit left. Continue left past
the Plate Lord, down past the Skelerangs, right past the Ghosts, and down
again. (Saturn players will note the door to the right. It leads to the
Cursed Prison, but you won't be able to get very far from this direction.
All the same, you may want to stop by, since the Will o' Wisps there
are a) regenerating, b) easy to kill, and c) give quite a bit of experience
for this point in the game.) Continue left past Ctulhu and take the door.
You're now back in the Entrance. Step on the switch to lower the barrier,
and collect the Shield Potion. While you're here, drop down to the ledge
below, backslide off the ledge, then quickly jump to the right. If done
correctly, you'll make it over to the middle right exit and can pick up
a Life Max Up.
Now, head back to the crossroads area in the Marble Gallery (where you
went right for a Save Point, down to the Spirit Orb, or up to the big gap.)
This time, head up the stairs to the right. Continue right until you reach